diff options
Diffstat (limited to '')
-rw-r--r-- | source/FallingBlock.cpp | 206 |
1 files changed, 103 insertions, 103 deletions
diff --git a/source/FallingBlock.cpp b/source/FallingBlock.cpp index c3f980303..5dc99c771 100644 --- a/source/FallingBlock.cpp +++ b/source/FallingBlock.cpp @@ -1,103 +1,103 @@ -#include "Globals.h"
-
-#include "FallingBlock.h"
-#include "World.h"
-#include "ClientHandle.h"
-#include "Simulator/SandSimulator.h"
-#include "Chunk.h"
-
-
-
-
-
-cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) :
- super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f, 0.98, 0.98),
- m_BlockType(a_BlockType),
- m_BlockMeta(a_BlockMeta),
- m_OriginalPosition(a_BlockPosition)
-{
-}
-
-
-
-
-
-void cFallingBlock::Initialize(cWorld * a_World)
-{
- super::Initialize(a_World);
- a_World->BroadcastSpawnEntity(*this);
-}
-
-
-
-
-
-void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle)
-{
- a_ClientHandle.SendSpawnFallingBlock(*this);
-}
-
-
-
-
-
-void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk)
-{
- float MilliDt = a_Dt * 0.001f;
- AddSpeedY(MilliDt * -9.8f);
- AddPosY(GetSpeedY() * MilliDt);
-
- // GetWorld()->BroadcastTeleportEntity(*this); // Test position
-
- int BlockX = m_OriginalPosition.x;
- int BlockY = (int)(GetPosY() - 0.5);
- int BlockZ = m_OriginalPosition.z;
-
- if (BlockY < 0)
- {
- // Fallen out of this world, just continue falling until out of sight, then destroy:
- if (BlockY < 100)
- {
- Destroy(true);
- }
- return;
- }
-
- if (BlockY >= cChunkDef::Height)
- {
- // Above the world, just wait for it to fall back down
- return;
- }
-
- int idx = a_Chunk.MakeIndexNoCheck(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
- BLOCKTYPE BlockBelow = a_Chunk.GetBlock(idx);
- NIBBLETYPE BelowMeta = a_Chunk.GetMeta(idx);
- if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta))
- {
- // Fallen onto a block that breaks this into pickups (e. g. half-slab)
- // Must finish the fall with coords one below the block:
- cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta);
- Destroy(true);
- return;
- }
- else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
- {
- // Fallen onto a solid block
- /*
- LOGD(
- "Sand: Checked below at {%d, %d, %d} (rel {%d, %d, %d}), it's %s, finishing the fall.",
- BlockX, BlockY, BlockZ,
- BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width,
- ItemTypeToString(BlockBelow).c_str()
- );
- */
-
- cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
- Destroy(true);
- return;
- }
-}
-
-
-
-
+#include "Globals.h" + +#include "FallingBlock.h" +#include "World.h" +#include "ClientHandle.h" +#include "Simulator/SandSimulator.h" +#include "Chunk.h" + + + + + +cFallingBlock::cFallingBlock(const Vector3i & a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) : + super(etFallingBlock, a_BlockPosition.x + 0.5f, a_BlockPosition.y + 0.5f, a_BlockPosition.z + 0.5f, 0.98, 0.98), + m_BlockType(a_BlockType), + m_BlockMeta(a_BlockMeta), + m_OriginalPosition(a_BlockPosition) +{ +} + + + + + +void cFallingBlock::Initialize(cWorld * a_World) +{ + super::Initialize(a_World); + a_World->BroadcastSpawnEntity(*this); +} + + + + + +void cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle) +{ + a_ClientHandle.SendSpawnFallingBlock(*this); +} + + + + + +void cFallingBlock::Tick(float a_Dt, cChunk & a_Chunk) +{ + float MilliDt = a_Dt * 0.001f; + AddSpeedY(MilliDt * -9.8f); + AddPosY(GetSpeedY() * MilliDt); + + // GetWorld()->BroadcastTeleportEntity(*this); // Test position + + int BlockX = m_OriginalPosition.x; + int BlockY = (int)(GetPosY() - 0.5); + int BlockZ = m_OriginalPosition.z; + + if (BlockY < 0) + { + // Fallen out of this world, just continue falling until out of sight, then destroy: + if (BlockY < 100) + { + Destroy(true); + } + return; + } + + if (BlockY >= cChunkDef::Height) + { + // Above the world, just wait for it to fall back down + return; + } + + int idx = a_Chunk.MakeIndexNoCheck(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width); + BLOCKTYPE BlockBelow = a_Chunk.GetBlock(idx); + NIBBLETYPE BelowMeta = a_Chunk.GetMeta(idx); + if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta)) + { + // Fallen onto a block that breaks this into pickups (e. g. half-slab) + // Must finish the fall with coords one below the block: + cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta); + Destroy(true); + return; + } + else if (!cSandSimulator::CanContinueFallThrough(BlockBelow)) + { + // Fallen onto a solid block + /* + LOGD( + "Sand: Checked below at {%d, %d, %d} (rel {%d, %d, %d}), it's %s, finishing the fall.", + BlockX, BlockY, BlockZ, + BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width, + ItemTypeToString(BlockBelow).c_str() + ); + */ + + cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta); + Destroy(true); + return; + } +} + + + + |